Displaying and using 3D graphics on multiple displays provided for gaming environments

ABSTRACT

3D images (or graphics) are effectively displayed across multiple displays provided in a gaming environment based on a 3D imaging (or graphics) model (or world). A game scene for a game played on a gaming machine is effectively displayed as a larger 3D scene across multiple displays configured for multiple gaming machines when a gaming criteria, event or condition is met (e.g., when a slot game generates a particular outcome on a gaming machine, a 3D scene is displayed on multiple gaming machines). 3D images (or objects) effectively displayed across multiple displays configured for multiple gaming machines can effect and/or complement the game being played on one or more of the gaming machines and/or used as an independent game. Animation (or movement) of one or more 3D objects can be used to trigger a gaming criteria, event or condition (e.g., start a bonus period for a game being played in a gaming machine). The gaming criteria, event or condition can be triggered solely based on the animation (or movement) of the 3D object(s) or in a combination with another condition.

BACKGROUND OF THE INVENTION

Three-dimensional (3D) computer imgaging (or graphics) is a relativelynew technical area. Despite many challenges, this (3D) computer imgaging(or graphics) has become increasingly more popular. As known in the art,3D images or graphics can be generated with the aid of a digitalcomputer (or computer) and specialized 3D software. Generally speaking,3D computer imgaging (or graphics) may also refer to the process ofcreating graphics, or the field of study of 3D computer graphictechniques and its related technology. 3D computer graphics aredifferent from two-dimensional (2D) computer graphics in that athree-dimensional (3D) representation of geometric data is typicallystored in the computer for the purposes of performing calculations anddisplaying (or rendering) 2D images. However, 3D computer graphics mayrely on many of the same algorithms used by 2D computer graphics. Ingeneral, the art of 3D modeling, which prepares geometric data for 3Dcomputer graphics is akin to sculpting, while the art of 2D graphics ismore analogous to painting. However, those skilled in the art willreadily appreciate that 3D computer graphics may rely on many of thesame algorithms used by 2D computer graphics

In computer graphics software, this distinction is occasionally blurred;some 2D applications use 3D techniques to achieve certain effects suchas lighting, while some primarily 3D applications make use of 2D visualtechniques. 2D graphics can be considered to be a subset of 3D graphics.

OpenGL (Open Graphics Library) and Direct3D are among popularApplication Program Interfaces (API's) for the generation of real-timeimagery. In this context, Real-time generally means that imagegeneration occurs in “real time”, or “on the fly.” Many modern graphicscards provide some degree of hardware “acceleration” based on theseAPIs, frequently enabling the display of complex 3D graphics inreal-time. However, it is not necessary to use a graphics card toactually create 3D imagery.

For simplification, the process of creating 3D computer graphics can besequentially divided into three basic phases: a modeling phase, a scenelayout setup phase, and a rendering phase.

The modeling phase or (stage) can be described as shaping individualobjects that are later used in a 3D scene. A number of modelingtechniques are known to those skilled in the art (e.g., constructivesolid geometry, NURBS modeling, polygonal modeling, subdivisionsurfaces, implicit surfaces). It should be be noted that a modelingprocess can also include editing object surface or material properties(e.g., color, luminosity, diffuse and specular shading components—morecommonly called roughness and shininess, reflection characteristics,transparency or opacity, or index of refraction), adding textures,bump-maps and other features. 3D Modeling can also include variousactivities related to preparing a 3D model for animation. However, in acomplex character model, this will become a stage of its own, known asrigging.

3D Objects can be fitted with a skeleton, a central framework of anobject with the capability of affecting the shape or movements of thatobject. This aids in the process of animation, in that the movement ofthe skeleton will automatically affect the corresponding portions of a3D model. At the rigging stage, the model can also be given specificcontrols to make animation easier and more intuitive, such as facialexpression controls and mouth shapes (phonemes) for lipsyncing. 3DModeling can be performed by means of a dedicated program (e.g.,Lightwave Modeler, Rhinoceros 3D, Moray), an application component(Shaper, Lofter in 3D Studio) or some scene description language (as inPOV-Ray). In some cases, there is no strict distinction between phases.As such, modelling can be just a part of a scene creation process (e.g.,Caligari trueSpace). TrueSpace is a 3D computer graphics and animationsoftware developed by Caligari Corporation, originally created for theAmiga Computer, and later for the Windows platform. One of the mostdistinctive features of trueSpace is its interface, using mainly 3Dwidgets for most common editing operations. The software can be used formodelling, animating and rendering (using the Lightworks renderingengine), and basic post-processing.

As a second basic phase of 3D computer graphics processing, scene setupcan involve arranging virtual objects, lights, cameras and otherentities on a 3D scene (or scene) which will is later used to produce astill image or an animation. If used for animation, this phase usuallymakes use of a technique called “keyframing”, which facilitates creationof complicated movement in the scene. With the aid of keyframing,instead of having to fix an object's position, rotation, or scaling foreach frame in an animation, one needs only to set up some key framesbetween which states in every frame are interpolated. Lighting can be animportant aspect of scene setup.

As is the case in real-world scene arrangement, lighting can be asignificant contributing factor to the resulting aesthetic and visualquality of the finished work. The process of transformingrepresentations of objects, such as the middle point coordinate of asphere and a point on its circumference into a polygon representation ofa sphere, is called tessellation. This step is used in polygon-basedrendering, where objects are broken down from abstract representations(“primitives”) such as spheres, cones etc, to so-called meshes, whichcan be nets of interconnected triangles. Meshes of triangles (instead ofe.g. squares) are popular as they have proven to be easy to render usingscanline rendering. Polygon representations are not used in allrendering techniques, and in these cases the tessellation step is notincluded in the transition from abstract representation to renderedscene.

Rendering can be considered to be the final phase of creating the actual2D image or animation from a prepared 3D scene. This phase is comparableto taking a photo or filming the scene after the setup is finished inreal life. Rendering for interactive media, such as games andsimulations, is calculated and displayed in real time, at rates ofapproximately 20 to 120 frames per second.

Animations for non-interactive media, such as video and film, arerendered much more slowly. Non-real time rendering enables theleveraging of limited processing power in order to obtain higher imagequality. Rendering times for individual frames may vary from a fewseconds to an hour or more for complex scenes. Rendered frames arestored on a hard disk, then possibly transferred to other media such asmotion picture film or optical disk. These frames are then displayedsequentially at high frame rates, typically 24, 25, or 30 frames persecond, to achieve the illusion of movement. This can be done by usingRay tracing and GPU (Graphics Processing Unit) based real-time polygonalrendering. The goals are different. A ray-traced image can take secondsor minutes to render as photo-realism is the goal. This is the basicmethod employed in films, digital media, artistic works, etc. Incontrast, In real time rendering, the goal is often to show as muchinformation as possible as the eye can process in a 30th of a second.The goal here is primarily speed and not photo-realism. As such, hereexploitations can be made in the way the eye ‘perceives’ the world.Thus, the final image presented is not necessarily that of thereal-world, but one which the eye can closely associate to the world.This is the basic method employed in games, interactive worlds. AGraphics Processing Unit or GPU (also occasionally called VisualProcessing Unit or VPU) is a dedicated graphics rendering device for apersonal computer or game console. Modern GPUs are very efficient atmanipulating and displaying computer graphics, and their highly-parallelstructure makes them more effective than typical CPUs for a range ofcomplex 3D related algorithms.

SUMMARY OF THE INVENTION

Broadly speaking, the invention relates to 3D imaging (or graphics) forcomputing environments (e.g., gaming environments).

In accordance with one aspect of the invention, 3D images (or graphics)are effectively displayed across multiple displays provided in a gamingenvironment. It will be appreciated that 3D data can be generated basedon a 3D imaging (or graphics) model (or world). More particularly, 3Ddata can be effectively used to display (or render) multiple 3D imageson multiple displays effectively provided or configured for one or moregaming machines in a gaming environment. As such, multiple displaysconfigured for a number of gaming machines can, for example, displayvarious views, parts and/or portions of a 3D scene when the gamingmachines are operational for playing one or more games in the gamingenvironment. The displays can be configured to effectively provide avirtual canvas spanning an area much larger than the size of any singleone of the displays. By way of example, the virtual canvas can beprovided by several displays configured for several gaming machines in aconfiguration spanning a relatively large physical area (e.g., a row ofgaming machines or an entire floor of a casino). In general, various 3Dimages (or graphics) can be displayed based on a 3D model (or world) onthe virtual canvas effectively provided by the configuration of thedisplays. In one embodiment, a large 3D scene (or 3D world) can beeffectively depicted across the virtual canvas. A human observer canvisually connect the individual views, parts and/or portions of a 3Dscene displayed on individual displays to effectively observe a morecomplete scene or a virtual world (e.g., an ocean floor, fish tank,football game). It will be appreciated that the scenes or virtual worldcan, for example, be presented as a part of a game or used in connectionwith a game, serve as background for attracting player, or utilized forother applications that may not be directly or even remotely connectedto the gaming operations (advertising, news).

In accordance with another aspect of the invention, multiple 3D scenesare effectively displayed across multiple displays as a result of agaming criteria, event or condition (e.g., a bonus condition causingdisplay of a 3D scene has been met). In one embodiment, a game scene fora game played on an individual gaming machine is effectively displayedas a larger 3D scene across multiple displays configured for multiplegaming machines when a gaming criteria, event or condition is met (e.g.,when a slot game played on a single machine generates a particularoutcome. The slot game is effectively displayed on multiple machines).

In accordance with yet another aspect of the invention, 3D images (or 3Dobjects) effectively displayed across multiple displays configured formultiple gaming machines can at least affect and/or complement the gamebeing played on one or more of the gaming machines. The 3D images (orobjects) displayed can also be part of an independent game which can,for example, be played at the same time and/or in connection with a gameplayed on an individual gaming machine. In one embodiment, 3D objectsare animated in a 3D scene that spans a plurality of displaysrespectively configured for a plurality of gaming machines. It will beappreciated that animation (or movement) of one or more 3D objects can,for example, be used to trigger a gaming criteria, event or condition(e.g., movement of a 3D object can trigger and/or indicate the start ofa bonus period for a game being played in a gaming machine). The gamingcriteria, event or condition can be triggered solely based on theanimation (or movement) of the 3D object(s) or in a combination withanother condition. This other condition can, for example, be a randomevent (e.g., picking a gaming machine at random), a timing condition(e.g., a timer expiring) and/or a gaming condition (e.g., a gamingmachine playing and/or generating a particular outcome for a game playedon a gaming machine when movement or animation of a 3D object results ina 3D object being displayed on a display configured for the gamingmachine). By way of example, animation of a fish the appears to beswimming across a 3D virtual world can be used to trigger a bonus periodfor a gaming machine that happens to displays the fish on its display ifa winning outcome is generated on the gaming machine before the fish“disappears” (e.g., swims to another display).

The invention can be implemented in numerous ways, including a method,an apparatus, a computer readable medium, a computing device, or asignal embodied in a carrier wave (e.g., a signal transmitted from aserver to client machine). Several embodiments of the invention arediscussed below.

Other aspects and advantages of the invention will become apparent fromthe following detailed description, taken in conjunction with theaccompanying drawings, illustrating by way of example the principles ofthe invention.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention will be readily understood by the followingdetailed description in conjunction with the accompanying drawings,wherein like reference numerals designate like structural elements, andin which:

FIG. 1 depicts a gaming environment in accordance with one embodiment ofthe invention.

FIG. 2 depicts a method for displaying 3D images (or graphics) for acollection of displays associated with one or more gaming machines in agaming environment in accordance with one embodiment of the invention.

FIG. 3 depicts a gaming environment in accordance with anotherembodiment of the invention.

FIG. 4 depicts a method for playing a game on one or more gamingmachines (units) in gaming environment in accordance with embodiment ofthe invention.

FIG. 5 depicts a gaming environment in accordance with one embodiment ofthe invention.

FIG. 6 depicts a gaming environment in accordance with yet anotherembodiment of the invention.

FIG. 7 depicts a display method for displaying a 3D scene effectivelyacross multiple displays respectively configured for a plurality ofgaming machine in a gaming environment in accordance with one embodimentof the invention.

FIG. 8 depicts a display method for displaying a view (or portion) of a3D scene on one or more displays configured for a gaming machine inaccordance with one embodiment of the invention.

FIG. 9 illustrates in perspective view an exemplary gaming machine.

FIG. 10 illustrates in block diagram format an exemplary network.

DETAILED DESCRIPTION OF THE INVENTION

As noted in the background section, 3D computer imaging (or graphics)has become increasingly more popular despite many technical problems andchallenges presented by this relatively new field of endeavor. ComputerImaging (or graphics) is often an important part of gaming applications(e.g., computer games played on a personal computer or a gaming machinein a casino). As such, improved techniques for 3D imaging (or graphics)are especially useful for gaming applications. Generally, conventionalimaging techniques process a 3D image for display (or rendering) on asingle display. In a gaming environment, one or more displays aretypically provided for a gaming machine (or unit) for displaying images(or graphics) for the game (e.g., images of playing cards are displayedfor a video poker). However, it will be appreciated that 3D imaging (orgraphics) can be used for many other purposes and applications in agaming environment (e.g., attracting players, advertising, enhancing theexperience of observers).

More generally, it will be appreciated that 3D imaging (or graphics) canextend gaming environments well beyond the conventional limits and thatwhich seemed practical or even imaginable to, among other things,further enhance the player's experience, attract a new generation ofplayers, and dramatically change the look and feel of conventionalgaming environments. In particular, the ability to effectively display3D images (or graphics) across multiple displays provided in a gamingenvironment has the potential to virtually transform the conventionalgaming environments. However, achieving this goal has proved to beespecially difficult because in addition to inherent difficulties of 3Dimaging, many more obstacles including stringent gaming regulationsand/or requirements have to be meet. In a gaming environment, 3D images(or graphics) need to be provided in an organized and/or synchronizedmanner so that gaming operations are not adversely effected. In a moderngaming environment, various types and shapes of displays can beeffectively provided and/or configured for several different types ofgaming machines. In addition, multiple displays can be effectivelyprovided and/or configured for a single gaming machine configured toindependently perform gaming operations in accordance with variousgaming regulations and/or requirements (e.g., gaming machine canindependently determine an outcome for a game in accordance withprevailing jurisdictional regulations and requirement). Hence,synchronizing display of multiple 3D images in a manner that does notadversely affect the gaming operations of a gaming environment presentsmany difficult challenges. Despite these challenges, the ability toeffectively display 3D images (or graphics) across multiple displays isextremely valuable especially if it can extent or enhance the game orgaming experience of players.

It will be appreciated that the invention provides techniques fordisplaying and using 3D imaging (or graphics) in gaming environments. Inaccordance with one aspect of the invention, 3D images (or graphics) areeffectively displayed across multiple displays provided in a gamingenvironment. It will be appreciated that 3D data can be generated basedon a 3D imaging (or graphics) model (or world). More particularly, 3Ddata can be effectively used to display (or render) multiple 3D imageson multiple displays effectively provided or configured for one or moregaming machines in a gaming environment. As such, multiple displaysconfigured for a number of gaming machines can, for example, displayvarious views, parts and/or portions of a 3D scene when the gamingmachines are operational for playing one or more games in the gamingenvironment. The displays can be configured to effectively provide avirtual canvas spanning an area much larger than the size of any singleone of the displays. By way of example, the virtual canvas can beprovided by several displays configured for several gaming machines in aconfiguration spanning a relatively large physical area (e.g., a row ofgaming machines or an entire floor of a casino). In general, various 3Dimages (or graphics) can be displayed based on a 3D model (or world) onthe virtual canvas effectively provided by the configuration of thedisplays. In one embodiment, a large 3D scene (or 3D world) can beeffectively depicted across the virtual canvas. A human observer canvisually connect the individual views, parts and/or portions of a 3Dscene displayed on individual displays to effectively observe a morecomplete scene or a virtual world (e.g., an ocean floor, fish tank,football game). It will be appreciated that the scenes or virtual worldcan, for example, be presented as a part of a game or used in connectionwith a game, serve as background for attracting player, or utilized forother applications that may not be directly or even remotely connectedto the gaming operations (advertising, news).

In accordance with another aspect of the invention, multiple 3D scenesare effectively displayed across multiple displays as a result of agaming criteria, event or condition (e.g., a bonus condition causingdisplay of a 3D scene has been met). In one embodiment, a game scene fora game played on an individual gaming machine is effectively displayedas a larger 3D scene across multiple displays configured for multiplegaming machines when a gaming criteria, event or condition is met (e.g.,when a slot game played on a single machine generates a particularoutcome. The slot game is effectively displayed on multiple machines).

In accordance with yet another aspect of the invention, 3D images (or 3Dobjects) effectively displayed across multiple displays configured formultiple gaming machines can at least affect and/or complement the gamebeing played on one or more of the gaming machines. The 3D images (orobjects) displayed can also be part of an independent game which can,for example, be played at the same time and/or in connection with a gameplayed on an individual gaming machine. In one embodiment, 3D objectsare animated in a 3D scene that spans a plurality of displaysrespectively configured for a plurality of gaming machines. It will beappreciated that animation (or movement) of one or more 3D objects can,for example, be used to trigger a gaming criteria, event or condition(e.g., movement of a 3D object can trigger and/or indicate the start ofa bonus period for a game being played in a gaming machine). The gamingcriteria, event or condition can be triggered solely based on theanimation (or movement) of the 3D object(s) or in a combination withanother condition. This other condition can, for example, be a randomevent (e.g., picking a gaming machine at random), a timing condition(e.g., a timer expiring) and/or a gaming condition (e.g., a gamingmachine playing and/or generating a particular outcome for a game playedon a gaming machine when movement or animation of a 3D object results ina 3D object being displayed on a display configured for the gamingmachine). By way of example, animation of a fish the appears to beswimming across a 3D virtual world can be used to trigger a bonus periodfor a gaming machine that happens to displays the fish on its display ifa winning outcome is generated on the gaming machine before the fish“disappears” (e.g., swims to another display).

Embodiments of these aspects of the invention are discussed below withreference to FIGS. 1-10. However, those skilled in the art will readilyappreciate that the detailed description given herein with respect tothese figures is for explanatory purposes as the invention extendsbeyond these limited embodiments.

FIG. 1A depicts a gaming environment 100 in accordance with oneembodiment of the invention. Referring to FIG. 1, first and secondgaming machines (or unit) 102 and 104 are provided in the gamingenvironment 100. The first and second gaming machines 102 and 104 can,for example, be configured in a configuration (or bank) of gamingmachines that can directly communicate with each other and/orcommunicate via a central entity or server provided in the gamingenvironment 100 (not shown). Typically, the first and second gamingmachines 102 and 104 are capable of determining a game outcome for oneor more games that can be played in the gaming environment 100. Inaddition, at least first and second displays 112 and 114 arerespectively provided by or for the gaming machines in order to supportand/or accommodate the games and/or gaming operations. In other words,at least a first display 112 is effectively provided for or by thegaming machine 102 when the first gaming machine 102 is operable (e.g.,a display is configured for the gaming machine and/or provided as a partof the gaming environment 100 when the gaming machine is operable toplay a game).

Similarly, the second display 114 can be effectively provided by or forthe second gaming machine 104 when the second gaming machine 104 isoperable. Moreover, it will be appreciated that the first and seconddisplays 112 and 114 can be respectively configured or caused to displayfirst and second 3D scenes 132 and 134. The 3D scenes 132 and 134 can,for example, be associated with a particular 3D scene (a main or larger3D scene) which is based on a 3D imaging (or graphics) model (or world).As such, the first and second 3D scenes 132 and 134 can, for example,respectively represent different views, parts, and/or portions of aparticular (or main) 3D scene which can be part of or based on an evenlarger 3D scene or imaging model. It will be appreciated that the 3Dmodel (or world) may span or include a relatively larger virtual spaceand/or various 3D objects modeled. A 3D world can effectively span whatwould be equivalent to the size of a city. In any case, the first 3Dscene 132 can be displayed (or rendered) based on data (a first 3D data)that effectively describes how to display the first 3D scene 132.

Similarly, a second 3D data can be used to display the second 3D scene134 on the second display 114. Thus, the collection of first and seconddisplays 112 and 114 can be effectively used as a virtual canvass to,for example, depict various views, parts and/or portions of a 3D scene.However, more generally, first and second 3D scenes 132 and 134 can beany 3D scenes. In other words, first and second 3D scenes 132 and 134need not be based on the same scene, but can generally adhere to thesame 3D imaging (or graphics) model (or world) representing views ofparts of the same 3D scene (main 3D scenes).

Referring now to FIG. 1B, 3D scenes 201 and 202 are based on a 3Dimaging (or graphics) model (or world). Each 3D scene may includevarious 3D objects arranged in the scene. A 3D scene 201 can beeffectively divided into various views, parts and/or portions. By way ofexample, the 3D scene 201 may be effectively divided into three (parts)based on various views 204, 206 and 208 or into the 3D scene 201.Various views of the scene 201 can be displayed in a collection ofdisplays 211, 212 and 213 forming a virtual canvass 150. It should benoted that views of a 3D scene may vary widely. By way of example, afront view of a 3D scene (or 3D object) can be displayed on a firstdisplay while the back view of the same 3D scene (or 3D object isdisplayed on the second display).

FIG. 2 depicts a method 200 for displaying 3D images (or graphics) for acollection of displays associated with one or more gaming machines in agaming environment in accordance with one embodiment of the invention.Initially, at least first and second displays are effectively provided(202) for one or more gaming machines in the gaming environment when thegaming machine(s) are operable for playing one or more games (e.g., reelslots, video slots, video blackjack, video poker). By way of example,one or more displays can be configured for each of the gaming machinesin the gaming environment. As such, one or more displays can beeffectively provided for playing games, attracting players, and otherapplications (e.g., advertising, news). When the one or more gamingmachines are operational, first and second 3D scenes are respectivelydisplayed (204) on the first and second displays. It should be notedthat the first and second 3D scenes can, for example, display a part,portion, or view of the same 3D scene effectively across multipledisplays. It will be appreciated that the 3D scene can be directlyconnected to the game being played (e.g., a game scene), used tocomplement or add to the game (e.g., an attraction or bounce mechanismfor the game), or provide other functions for other applications (e.g.,advertising, news). Again, it should be noted that the first and second3D scenes need not be based on the same 3D scene. In general, the 3Dscenes can be independent of each other. As such, the first and seconddisplays can, for example, displays scenes that are based on a different3D scenes or even 3D models, but for most applications it is generallydesirable that the 3D scenes adhere to the same 3D model in order toprovide a common theme or a virtual world.

FIG. 3 depicts a gaming environment 300 in accordance with anotherembodiment of the invention. Referring to FIG. 3, first and secondgaming machines 302 and 304 are provided in the gaming environment 300.Typically, first and second gaming machines 302 and 304 are capable ofindependently determining the outcome of one or more games. For example,a person can interact with the first gaming machine 302 to play a game(e.g., mechanical slots, video poker). It should be noted that at leastone display is configured or provided for each of the first and secondgaming machines 302 and 304. For example, first and second displays 312and 314 are configured respectively for the first and second gamingmachines 302 and 304. Typically, at least one display can be used todisplay information related to a game being played (gaming information),but other information such as advertisement, attractions designed toattract players may be played on the same and/or additional displays.

It will be appreciated that when at least the first gaming machine 302is operable, it can be determined whether to effectively displayinformation across multiple displays (e.g., 312 and 314) in the gamingenvironment 300. By way of example, it can be determined whether toeffectively display information across first and second displays 312 and314 respectively configured for first and second gaming machines 302 and304. The information displayed across multiple displays can, forexample, be gaming information that effectively allows a person (orplayer) to play a game on multiple displays (312 and 314) configured formultiple gaming machines (302 and 304), thereby, among other things,allowing for a more exciting gaming experience. Other types ofinformation (e.g., advertising, attractions) can be displayed in asimilar manner. In general, display of any type of information (or data)across multiple displays can be based on a condition or an event (e.g.,a gaming condition, randomly generated triggering event). By way ofexample, when first gaming machine 302 is operational and/or during gameplay, a gaming condition (e.g., when a certain set of cards are played)can trigger display of information across the first and second displays312 and 314.

Referring to FIG. 3, the first and second display 312 and 314 can eachrespectively displays first and second 3D scenes 312 and 314 based onthe same 3D scene 330 (or 3D model). More particularly, the first andsecond 3D scene 342 and 344 can depict a part, portion or view of a(main or larger) 3D scene 330, thereby effectively displaying the main3D scene 330 across first and second displays 312 and 314.

Referring to FIG. 3, a computing system 310 effectively synchronizesdisplay of first and second 3D scenes 342 and 344. It will beappreciated that the computing system 310 can, for example, be a serveror host computing machine, and/or another gaming machine configured withthe capability to synchronize display of multiple scenes across multipledisplays. More particularly, computing system 310 can determine whetherto effectively display the main (or larger) 3D scene 330 effectivelyacross the first and second displays 312 and 314 as first and second 3Dscenes 342 and 344. Alternatively, the computing system 310 can receivean indication or request for displaying first and second 3D scenes 342and 344 across first and second displays 312 and 314. This indication orrequest can, for example, be sent by the first gaming machine 302. Inany case, when it is determined to display first and second 3D scenes342 and 344 across first and second displays 312 and 314, a 3D scene isdetermined or received by the computing system 310. By way of example,the main (or larger) scene 330 can be determined by the computing system310 or received from the first gaming machine 302 during game play(e.g., a 3D game scene related to game being played on the first gamingmachine 302 can be sent via a wireless or wired connection to thecomputing system 310).

Typically, the computing system 310 serves a central entity thateffectively synchronizes display of 3D scenes 342 and 344. The computingsystem 310 can, for example, determine first and second 3D data neededrespectively to render (or display) first and second 3D scenes 342 and344. As such, the computing system 310 can, for example, determine acamera angle and/or position for displaying each of the first and second3D scenes 342 and 344. By way of example, camera angle and/or position340 can be determined by the computing system 310 and sent to the firstgaming machine 302 in order to allow the first gaming machine 302 torender (or display) the first 3D scene 342. Those skilled in the artwill appreciate that the determination of camera angle and/or position340 can, for example, be based on the physical position (or location) ofgaming machines and relative distance between the gaming machines 342and 344. Also, it will be appreciated that a gaming machine can render(or display) a 3D scene by processing (or calculating) data thateffectively represents the main 3D scene 330.

As such, in addition to camera angle and/or position 340, additionaldata such as 3D data for the main scenes 330 and/or 3D objects in thescene can be sent by the computing system 310 to the gaming machines(302 and 304) if needed (i.e., gaming machine(s) do not have theinformation). General data for the 3D main (or larger) scene 330 can bereferred to as base 3D data. Accordingly, the gaming machines 302 and304 can effectively display (or render) first and second 3D scenes 342and 344 based on the combination of 3D base data and individual (e.g.,view specific) 3D data that can effectively indicate how to render (ordisplay) a particular view, portion and/or part of a 3D scene. Theindividual 3D data can, for example, include a camera angle and/orposition for effectively displaying (or rendering) a perspective view ofthe main (or larger) scene 3D (e.g., first and second scenes 342 and 344which effectively represent first and second views and/or parts or themain (or larger scene) 330.

It should be noted that computing system 310 can effectively causedisplays of graphics (or animations) made of a number of 3D scenesdisplayed in sequence to give the appearance of movement or animation.It should also be noted that the main 3D scene 330 can include a numberof 3D object based or defined in a 3D imaging (or graphics) model (orworld). Furthermore, a 3D object can in effect be a “dynamic” objectthat can be moved around in various scenes as a part of the 3D graphics(or animation) process.

Referring to FIG. 3, a dynamic 3D object 346 can be part of the mainscene 330 and effectively moved in the 3D scenes 346 and/or a lager 3D.In other words, object 346 may appear to move from the display 312 tothe display 314 or vice versa. The apparent movement of dynamic objectswill also be described below in reference to a gaming environment.

FIG. 4A depicts a method 400 for playing a game on one or more gamingmachines (units) in a gaming environment in accordance with embodimentof the invention. Typically, each gaming machine can independentlydetermine the outcome of a game in accordance with stringentregulations, requirements and/or preferences. Initially, a gaming periodis initiated (402) for one or gaming machines in the gaming environment.During the gaming period, each gaming machine is operational for playingone or more games in the gaming environment. Next, it is determined(404) whether to display a plurality of 3D scenes respectively on thedisplays associated with the one or more gaming machines that areoperational in the gaming environment. Typically, the plurality of 3Dscenes is to be displayed in an organized and/or synchronized manner. Assuch, 3D data based on a 3D imaging (or graphics) model (or world) andsubsequently used to, for example, display a 3D scene in part or in itsentirety on each display. In general, the determination (404) of whetherto display the 3D scenes can be based on a criterion or occurrence of anevent. By way of example, a timer can be used to periodically initiatedisplay of multiple 3D scenes on multiple displays, or a gaming event orcondition (e.g., drawing a particular hand, wining a number of times)can effectively trigger display of the 3D scenes. In any case, if it isdetermined (404) to display the 3D scenes on the displays, each of the3D scenes are displayed (406) on at least one display based on 3D datatypically associated with a 3D imaging (or graphics) model (or world).Thereafter, it is determined (408) whether to end the gaming period andthe gaming method 400 can end accordingly. Gaming period can end, forexample, when a human operator decides to end the gaming period. Itshould be noted that if it is determined (404) not to display the 3Dscenes on multiple displays, a conventional displaying technique is usedto display data on the displays. In effect, the gaming method 400 cancontinue to conventionally display (410) data until it is determined(404) to display a plurality of 3D scenes or it is determined (408) toend the gaming period. The gaming method 400 ends when it is determined(408) to end the gaming period.

FIG. 4B depicts a method 450 for displaying one or more 3D sceneseffectively across a plurality of displays associated with one or moregaming machines in accordance with one embodiment of the invention.Typically, each gaming machine can independently determine the outcomeof one or more games in accordance with various gaming regulations,requirements and/or preferences. Initially, one or more 3D scenes aredetermined, received and/or identified (452) based on a 3D imaging (orgraphics) model (or world). Next, a 3D data set for displaying the oneor more 3D scenes are determined, received and/or identified (454). The3D data set can be determined based on a particular 3D imaging model andincludes data needed to display the one or more 3D scenes acrossmultiple displays. As such, the 3D data can effectively provideindividual (or display-specific) 3D data for each one of the displays.Each individual 3D data component in the 3D data set can, for example,be specific to a particular view, part or portion of a 3D scene. Assuch, each individual 3D data (or display-specific 3D data) can, forexample, effectively identify a particular camera angle and/or positionfor displaying a particular 3D scene (or main scene). The 3D data setcan further include the base (or general) data needed to render (ordisplay) the main 3D scene from various camera angles and/or positions.Accordingly, 3D data (base and/or display-specific 3D data) is used todisplay (456) a view or at least a part or portion of the one or more 3Dscenes on each one of the displays to effectively display the scene(s)across multiple displays. The method 450 ends following the display of aview or at least a part or portion of the one or more 3D scene on eachone of the plurality of displays associated with the one or more gamingmachines in the gaming environment.

FIG. 5 depicts a gaming environment 500 in accordance with oneembodiment of the invention. Referring to FIG. 5, a host/server 502 cancommunicate with gaming machines 504, 506, 508 and 510. In the gamingenvironment 500, at least one gaming machine 504 is capable ofindependently determining the outcome of a game (e.g., reel ormechanical slots, video slots, video poker). The game can be playedusing at least one display (e.g., 510). By way of example, four (4)individual virtual reels 511, 513, 515 and 517 may be displayed for avideo slot game where each reel slot may display one or more 3D objectsor symbols (A, B, C and D) during game play when a user 512 interactswith the gaming machine 504. The gaming machine 504 can detect a gamingcondition or event that triggers display of the same content (reels 511,513, 515 and 517) displayed on display 510 across multiple displays. Thegaming condition or event can, for example, be associated with a bonusmechanism for a particular outcome or sequence of events (e.g.,receiving, displaying A, B, C and D). In any case, when a gaming eventor condition is detected, the gaming machine 504 can effectively reportit to the host/server 502. Alternatively, the host/server 502 can beconfigured to detect an event or condition based on informationcommunicated by the gaming machine 504 or entirely on its own (e.g.,detect an event by setting a timer or based on input 514 from anoperator). In general, it is determined whether a criterion has been metto trigger display of gaming information effectively across the displays540, 542, 544 and 546 of the gaming machines 504, 506, 508 and 510. Ifthe criterion is met, a 3D scene 520 representative of the reelsdisplayed on display 510 is determined or received. By way of example,the gaming machine 504 can store the 3D scene and subsequently send itto the host/server 502. Alternatively, the host/server 502 can determinethe 3D scene on its own or based on information received from the gamingmachine 504. In any case, 3D data can be used to effectively display the3D scene 520 across the displays 504, 506, 508 and 510 associated withthe gaming machines 504, 506, 508 and 510. More particularly, individualdata sets D1, D2, D3 and D4 are determined to respectively allow each ofthe gaming machines 504, 506, 508 and 510 to display a respective view,part and/or portion of the 3D scene 520. Typically, the host/server 502determines the data (D1, D2, D3 and D4) needed by each gaming machine todisplay the appropriate or respective view, part and/or portion of the3D scene 520. The host/server 502 can, for example, determine the 3Ddata based on the position of each gaming machines (P1, P2, P3 and P4)and the relative distances (dis1, dis2 and dis3) between them in whatcan be considered a virtual gaming area or canvass 530. Those skilled inthe art will appreciate that host/server 502 can be configured todetermine, detect, and/or obtain the information (e.g., positions anddistances between virtual machines) needed to determine the 3D data thateach of the gaming machines 504, 506, 508 and 510 needs to display itsrespective view, part and/or portion of the 3D scene 520. As such, thehost/server 502 can determine a 3D data set including data D1, D2, D3and D4 to respectively forward to gaming machines 504, 506, 508 and 510.It should be noted that it is also possible to configure each gamingmachine to determine its own 3D data, for example, by detecting its ownposition and distance or by manually providing the gaming machine itsposition and distance.

An individual data (e.g., D1) can, for example, be determined based on acamera position and/or camera angle. By way of example, the host/server502 can determine a respective camera position and/or camera angle foreach for the gaming machines 504, 505, 508 and 510. It will beappreciated that the data representative of the general 3D scene 520 canbe transmitted to and/or stored on each of the gaming machines 504, 506,508 and 510. This data can also be referred to as base 3D data for the3D scene 520. In any case, general or base 3D data can be used by agaming machine (e.g., 504) to render or display a particular view,portion and/or part of the 3D scene 520 as effectively identified by theindividual (or display-specific) data D1, D2, D3 and D4. Accordingly,each gaming machine can display (or render) its own respective view,part and/or portion of the 3D scene 520 based on its display-specificdata (D1, D2, D3 and D4) which can, for example, provide a camera angleand position. As a result, the 3D scene 520 can effectively be displayedacross multiple displays (540, 542, 544 and 546). Moreover, it will beappreciated that a game scene can effectively be played across multipledisplays. Referring to FIG. 5, the reels 511, 513, 515 and 517 aredisplayed across the displays 540, 542, 544 and 546 to give theappearance of a much larger game scene, namely, the slot reels. In otherwords, as the user 512 interacts with the gaming machine 504, game playcan be effectively extended to displays configured for other gamingmachines (506, 508 and 510). In case of a slot or reel game, movement ofreels can be effectively simulated across the displays 540, 542, 544 and546.

Those skilled in the art will appreciate that 3D graphics (or animation)can be used to simulate movement of the reels. In general, graphics (oranimation) can be modeled using a 3D model (or world) that includesvarious 3D objects (e.g., individual 3D reels, 3D objects on 3D reels).As such, gaming animation (e.g., movement of reels) can be accomplishedby displaying a number of 3D scenes (e.g., 3D scene 520) displayed insequence. Moreover, these 3D scenes can be effectively displayed acrossthe displays 540, 542, 544 and 546 in a similar manner as the 3D scene520. The host/server 502 can, for example, determine a camera angleand/or position for each scene and update 3D scene as necessary. Eachgaming machine 504, 506, 508 and 510 can also render (or display) anupdated 3D image based on an updated camera angle and/or position. Inthis way, gaming graphics or animation can be effectively extendedacross multiple gaming machines as a user interacts with one gamingmachine (e.g., gaming machine 504). It should be noted that host/server502 can also be configured to determine which gaming machines are to beused for what may be considered as an extended or bonus play usingmultiple gaming machines. The determination of which gaming machines areto be used for extending the game can be done during the game play in adynamic manner where, for example, gaming machines that are not beingused by a player are utilized and/or one or more displays (e.g., upperdisplay) configured for gaming machines are selected for displayingdata. In general, the host/server 502 can effectively synchronizedisplay of 3D data on multiple displays associated or configured withone or more gaming machines. To further elaborate, synchronization of 3DImages (or graphics) is further discussed below.

FIG. 6 depicts a gaming environment 600 in accordance with yet anotherembodiment of the invention. Referring to FIG. 6, several gamingmachines (G₁, . . . , G_(n)) are configured in a configuration (or bank)of gaming machines represented as a configuration 610. The configuration610 can, for example, be circular where the gaming machines (G₁, . . . ,G_(n)) in a casino floor. Furthermore, gaming machines can be coupled inpairs and effectively used to display front and rear views of 3D scenes(or a 3D world). By way of example, gaming machines 602 and 604 can beplaced back to back where a display 612 of the gaming machine 602 isused to display the front view of a 3D scene 620 and another display(not shown) configured for the gaming machine 604 is used to effectivelydisplay the back view of the 3D scene 620.

As such, the front view of a 3D object (e.g., a fish) 640 can be shownon the display 612 while the back view of the 3D object is shown onanother display (not shown) directly or approximately behind the display612 (a display configured for the gaming machine 601). Hence, the frontview of a 3D scene (or world) and/or various 3D objects therein can beobserved by a Person A when traversing the outer circle in theconfiguration 610 while the back view is visible by a Person Btraversing the inner circle of the game configuration of gaming machines610. In general, the 3D scene 620 can be based or part of a 3D imaging(or graphics) model (or world) where an entire virtual world (e.g., anocean, fish tank) is represented using various 3D objects arranged invarious 3D scenes.

In one embodiment, a host/server 630 effectively synchronizes displaysof multiple 3D scenes on multiple displays configured for the gamingmachines (G₁, . . . , G_(n)) arranged in the configuration (or bank) ofgaming machine 610. More particularly, each gaming machine (G₁, . . . ,G_(n)) stores 3D base data for the graphics model (or world) depicted(e.g., a fish tank). By way of example, a 3D virtual fish tank can bemodeled and base data needed to display at least a particular scene ofthe entire 3D virtual fish tank can be stored on each gaming machine. Itwill be appreciated that 3D objects in the 3D model (or world) can becharacterized as static or dynamics objects. Referring to FIG. 6, staticobjects 632, 634, 636 and 638 of a 3D scene 620 represent objects thatneed not be animated (or moved). A static object can, for example, be arock, treasure chest that is displayed in the same position continually.On the other hand, a dynamic object 640 (e.g., a fish 640) can beanimated (or moved) (e.g., in the virtual 3D fish tank). In general, thedynamic object 640 is moved from a point or portion (X₁, Y₁, Z₁) toanother point or portion (X₂, Y₂, Z₂) using 3D data and/or 3D variables(e.g., scaling, rotation). In order to animate the movement of thedynamic object 640 in a 3D world displayed across several displays inthe configuration 610, the host/server 630 determines the data needed tosimulate or animate movement of the dynamic 3D object 640. In oneembodiment, the host/server 630 sends animation data including scalingand rotation vectors to one or more gaming machines as needed. Thegaming machine can effectively use the animation data to achieve theanimation. Typically, the gaming machines perform additionalcalculations on the animation data in order to generate actual data usedto render (or display) 3D scenes. By way of example, animation data formoving the dynamic object 640 can be determined by the host/server 630and sent to the gaming machine 652. The gaming machine 652 can then usethe animation data to effectively move the dynamic object 640 in the 3Dscene it displays on a display 662. It will be appreciated that thegaming machine 652 can display (or render) the graphics that simulatesmovement of the object 640 based on animation data provided, forexample, as one or more vectors that indicate the direction, velocity,acceleration, scale, and/or rotation for the movement. In oneembodiment, the gaming machine 652 extrapolates the movement of thedynamic object 640. More particularly, the host/server 630 effectivelysends periodic updates for the animation data (e.g., every one or moreseconds). When an update is received, the gaming machine 652 can thencorrect or synchronize its animation which may have been extrapolatedbased on the last animation data received from the host/server 630.Similarly, animation data can be sent to the gaming machine 654 toeffectively move the dynamic 3D object 640 across its depicted 3D sceneon the display 664. In this way, a dynamic 3D object can be effectivelydisplayed and moved across multiple displays. It should be noted thatthe front and back view of a static or dynamic object can be displayedso that a person can, for example, stand to watch the “front” view of afish swimming across the fish tank depicted in the configuration 610while the person B can stand and watch the “back” view of the fish as itswims across the fish tank.

Referring to FIG. 6, it will also be appreciated that “movement” of thedynamic 3D object 640 can be effectively used for various gaming relatedactivities. For example, movement of the dynamic 3D object 640 can beused for a bonus mechanism for triggering bonus play on a gaming machine654 when the object 640 (e.g., a fish) is displayed on display 664 and aparticular game outcome occurs (e.g., a particular hand is drawn and/ora player wins). During the bonus play or time, the game played on thegaming machine 654 may be effectively projected on multiple displaysconfigured for multiple gaming machines in the configuration of gamingmachine 610. As such, the content relating to the game displayed on adisplay 680 can, for example, be shown on multiple displays during abonus period where additional rewards and incentives (e.g., higher thannormal pay) can be provided. Hence, the movement of the 3D object 640can effect or complement the game and/or cause a game to played acrossmultiple displays. More generally, it will be appreciated that displayof multiple 3D scenes on multiple displays can change various aspects ofgaming environment including normal and bonus game play, as well asimproving the general appearance and attractiveness of the gamingenvironment. In a gaming environment, 3D images, graphics and objectscan be closely integrated with various gaming concepts (e.g., normal orbonus game time) or serve as a background to gaming operations or beprovided for general enjoyment and use of various applications notdirectly related to gaming (e.g., advertisement, news).

FIG. 7 depicts a display method 700 for displaying a 3D sceneeffectively across multiple displays respectively configured for aplurality of gaming machine in a gaming environment in accordance withone embodiment of the invention. The display method 700 can, forexample, be used by a server/host computing system that communicate withthe gaming machines in the gaming environment (e.g., host/server 630shown in FIG. 6). Initially, a 3D scene is determined, received and/oridentified (702). Next, it is determined (704) whether to send base (orgeneral) 3D data to one or more gaming machines. Typically, the base 3Ddata includes general data for a 3D scene and/or 3D imaging (orgraphics) model (or world). As such, the base 3D data can be used togenerate actual data needed to display (or render) the 3D scene (e.g.,perform calculations to determine a particular view, part and/orposition of a 3D scene or model). By way of example, base 3D data can besufficient to effectively display an entire 3D scene (or world) and/orvarious views or portions of the 3D scene based on various camerapositions and angles. Accordingly, base 3D data can be sent (706) to oneor more gaming machines if it is determined (704) to send the base 3Ddata. Thereafter, data specific to each display (or display-specific 3Ddata) is determined (708). In general, display-specific data is anyadditional or complementary data needed to render a particular 3D sceneon a particular display. Thus, the combination of the base 3D data anddisplay-specific 3D data can be used to display (or render) a particularview of the 3D scene. By way of example, the display-specific 3D datacan include a camera angle, camera position, and animation data. Acamera angle and position can be used to display a particular view, partand/or portion of a 3D scene. Animation data can include data thateffectively indicates how to move one or more dynamic 3D objects in a 3Dscene. By way of example, animation data can be provided as positionaldata including scaling and orientation data associated with one or more3D objects and/or their movement. Those skilled in the art willappreciate that positional data can, for example, be provided in avector form (e.g., 3×3, 4×4 matrices).

After the display-specific 3D data has been determined, received and/oridentified (708), the display-specific 3D data is sent to each gamingmachine designated to display a 3D scene. By way of example, a firstdisplay-specific data is sent to a first gaming machine that has a firstdisplay configured in order to display a first portion or view of a 3Dscene on the first display. Similarly, a second display-specific 3D datais sent to a second gaming machine in order to display a second portionor view of the same 3D scene on a second display configured for thesecond gaming machine, and so on. Again, it will be appreciated thatbased on the display-specific 3D data a gaming machine can performadditional calculations to determine actual data needed to display (orrender) a desired view and/or at least a portion of the 3D scene.Accordingly, a 3D scene can be effectively displayed across multipledisplays.

Thereafter, it is determined (712) whether to update thedisplay-specific data for one or more displays. Accordingly, updated (oradditional) display-specific data can be sent (714) to one or moregaming machines. By way of example, a new (or updated) camera angle andposition can be determined and sent (714) to one or more gaming machinesand/or additional positional data can be determined and sent to a gamingmachine for further processing in order to effectively change or updatea particular portion or view of the 3D scene and/or move one or more 3Dobjects in a depicted 3D scene. As such, gaming machines can receiveupdated (or additional) display-specific data to effectively update orcompletely change their respective views of a 3D scene effectivelydisplayed across multiple displays and/or or simulate movement of a 3Dobject in the 3D scenes depicted on displays configured for them. Afterthe updated (or additional) display-specific 3D data has been sent (714)or if it is determined not to send any updated (or additional)display-specific 3D data, it is determined (716) whether to end displayof 3D scene across multiple displays. Determining (716) of whether toend display of the 3D scene across multiple displays can, for example,be made based on a gaming event or condition (e.g., end of bonus play,losing a game). In general, this determination (716) can be made basedon a criterion, event and/or input. The display method 700 ends if it isdetermined (716) to end displaying the 3D scene across multipledisplays. However, if it is determined (716) not to end display of the3D scene across multiple displays, it is determined (712) whether toupdate the display-specific 3D data and the method 700 proceeds in thesame manner as discussed above. In effect, display-specific 3D data canbe updated as needed until it is determined (716) to end display of the3D scene across multiple displays. It will be appreciated that 3Dgraphics or animation can also be achieved effectively across multipledisplays as multiple 3D scenes can be displayed using, for example, theexemplary display method 700. More particularly, various scenes can bedetermined or received and displayed, based on 3D base data and anyadditional display-specific data, for each particular display in orderto effectively cause display of 3D graphics or animation in asynchronized and/or organized manner. The display method 700 endsfollowing the determination (716) to end displaying the 3D scene.

FIG. 8 depicts a display method 800 for displaying a view (or portion)of a 3D scene on one or more displays configured for a gaming machine inaccordance with one embodiment of the invention. Display method 800 can,for example, be used by a gaming machine to effectively display a view(or portion) of a main (or larger) 3D scene. The main (or larger) 3Dscene is effectively displayed across multiple displays. The gamingmachine can be configured in a configuration (or bank) or gamingmachines where each of the gaming machines displays its respective view(or portion) of the main (or larger) 3D scene. Initially, 3D base datafor the 3D scene is determined or received (802). Again, base 3D datacan, for example, provide general data relating to the main (or larger)3D scene. Next, display-specific 3D data is determined or received (804)for each display configured for the gaming machine. As noted above, thedisplay-specific 3D data can, for example, be any additional orcomplementary data needed to display a specific view, part and/orportion of a 3D scene on a particular display. Thus, the combination ofthe base 3D data and any display-specific 3D data can be used to display(or render) a particular view, part and/or portion of a 3D scene. By wayof example, display-specific 3D data can include a camera angle, cameraposition, and animation data. A camera angle and position can be used todisplay a particular view (or portion) of a main 3D scene. Animationdata can effectively indicate how to move one or more 3D dynamic objectsin the 3D scene. By way of example, animation data can be provided aspositional data including scaling and orientation data associated withone or more 3D objects and/or their movement. Those skilled in the artwill appreciate that positional data can, for example, be provided in avector form (e.g., 3×3, 4×4 matrices).

In any case, the gaming machine can use the combination of base anddisplay-specific 3D data to display (806) at least a portion (or view)of the 3D scene. Thereafter, it is determined (808) whether an updated(or additional) display-specific 3D data has been received (808). Theupdated (or additional) display-specific 3D data can include a new (ordifferent) camera angle and/or position for displaying the 3D scene.Accordingly, it is determined (810) whether to change the camera angleand/or position, and the view (or portion) of the 3D scene can beupdated (812) accordingly. In other words, a different view or portionof the 3D scene can be displayed (812) using a new (or different) cameraangle and/or position. The updated (or additional) display-specific 3Ddata can also include animation data for animation (or movement) of 3Dobjects depicted in a view or portion of the 3D scene displayed by oneor more displays configured for the gaming machine. As such, it isdetermined (814) whether updated (or additional) animation data has beenreceived so that the one or more 3D dynamic objects can be animated (ormoved) accordingly. As noted above, the animation data can, for example,include positional data provided as matrices that effectively describehow to animate (or move) a 3D object in a 3D scene. The animation datacan, for example, be determined and send periodically to the gamingmachine by a central entity (e.g., a host/server). As such, the centralentity can effectively determine and periodically send updated animationdata to multiple gaming machines in order to synchronize animation orgraphics effectively across multiple displays configured for the gamingmachines. Hence, following the animation (816) of the one or moredynamic 3D objects, it is determined (808) whether updated view-specific3D data has been received. However, it should be noted that a timer canalso be reset (818). This timer is set (807) and can be effectively usedto determine (808) whether updated view-specific 3D data has beenreceived in time. More particularly, if it is determined (808) thatdisplay-specific data has not been received, it is determined (820)whether the timer has expired. If it is determined (820) that the timerhas expired (i.e., updated display-specific 3D data has not beenreceived before the timer expires), the display method 800 proceeds todetermine (822) whether there is a need to animate one or more dynamicobjects. Accordingly, one or more dynamic 3D objects can be animated (ormoved) based on the extrapolation (824) of most current animation data.In effect, animation of a dynamic 3D object can be based on updated dataperiodically received (808) and/or extrapolation (824). Theextrapolation (824) can continue until updated animation data isreceived or it is determined (826) or it is determined (826) to enddisplay of the 3D scene. The 3D display process can, for example, end asa result of a gaming condition, event, or input (e.g., ending bonus gameplay, losing a game). The display method 800 ends if it is determined(826) to end the display.

As noted above, 3D base data and 3D display-specific data can bedetermined and provided for one or more displays configured for a gamingmachine. It will be appreciated that the 3D display-specific data can bedetermined based on one or more criteria, conditions and/or propertiesassociated with a gaming machine. In other words, 3D base data can bechanged and/or adjusted for a particular gaming machine in accordancewith one or more criteria, conditions and/or properties of the gamingmachine. By way of example, 3D base scenes and/or objects of a 3D model(or world) which can be effectively provided for and displayed acrossmultiple displays respectively configured for multiple gaming machines,can be adjusted and/or changed for individual gaming machines based on agaming criterion, event and condition associated with each one of thegaming machines.

By way of example, the properties (e.g., shape, size, color) of a base3D object (e.g., a blue fish) can vary as it is depicted for differentgaming machines (e.g., a fish can change its colors as it is “swimming”in a virtual ocean depicted across displays configured for a bank orconfigurations of gaming machines). The properties of a gaming machinespecific 3D object can depend and/or be adjusted, for example, based onvarious gaming criteria, conditions, and/or events. By way of example, a3D object (e.g., fish) can effectively be presented in a particularcolor (e.g., gold) on display of a gaming machine when a particulargaming criterion, event or condition has been met on the gaming machine(e.g., when maximum bet is made, a gold card member plays on the gamingmachine).

It will also be appreciated that gaming machine specific 3D objectdisplayed for a particular gaming machine can effectively indicate agaming situation and/or convey gaming information pertaining to one ormore games that can be played on the gaming machine. When a winningand/or bonus condition or event occurs for a gaming machine, a 3D gamingmachine specific object can be use to display gaming information on thedisplay of the gaming machine, for example, indicate the amount of aprize or bonus won. By way of example, a base object (e.g., a fish) canbe effectively changed to a specific 3D object that indicates gaminginformation (e.g., a fish with a $ amount won). However, the same 3Dobject would be displayed without the gaming information for a gamingmachine that does not meet the winning and/or bonus conditions (e.g.,fish would not be displayed with a prize or bonus amount as it was forthe gaming machine with a win or bonusing situation).

The gaming criteria, event or condition can, for example, represent oneor more of the following: a bouncing event, a win condition, amount of acurrent bet, amount bet in a period of time, total amount bet for anumber of game instances, type of game played, individual person orplayer playing.

Referring to FIG. 9, an exemplary gaming machine is illustrated inperspective view. Gaming machine 10 includes a top box 11 and a maincabinet 12, which generally surrounds the machine interior (not shown)and is viewable by users. This top box and/or main cabinet can togetheror separately form an exterior housing adapted to contain a plurality ofinternal gaming machine components therein. Main cabinet 12 includes amain door 20 on the front of the gaming machine, which preferably opensto provide access to the gaming machine interior. Attached to the maindoor are typically one or more player-input switches or buttons 21, oneor more money or credit acceptors, such as a coin acceptor 22 and a billor ticket validator 23, a coin tray 24, and a belly glass 25. Viewablethrough main door 20 is a primary video display monitor 26 and one ormore information panels 27. The primary video display monitor 26 willtypically be a cathode ray tube, high resolution flat-panel LCD,plasma/LED display or other conventional or other type of appropriatevideo monitor. Alternatively, a plurality of gaming reels can be used asa primary gaming machine display in place of display monitor 26, withsuch gaming reels preferably being electronically controlled, as will bereadily appreciated by one skilled in the art.

Top box 11, which typically rests atop of the main cabinet 12, maycontain a ticket dispenser 28, a key pad 29, one or more additionaldisplays 30, a card reader 31, one or more speakers 32, a top glass 33,one or more cameras 34, and a secondary video display monitor 35, whichcan similarly be a cathode ray tube, a high resolution flat-panel LCD, aplasma/LED display or any other conventional or other type ofappropriate video monitor. Alternatively, secondary display monitor 35might also be foregone in place of other displays, such as gaming reelsor physical dioramas that might include other moving components, suchas, for example, one or more movable dice, a spinning wheel or arotating display. It will be understood that many makes, models, typesand varieties of gaming machines exist, that not every such gamingmachine will include all or any of the foregoing items, and that manygaming machines will include other items not described above.

With respect to the basic gaming abilities provided, it will be readilyunderstood that gaming machine 10 can be adapted for presenting andplaying any of a number of gaming events, particularly games of chanceinvolving a player wager and potential monetary payout, such as, forexample, a wager on a sporting event or general play as a slot machinegame, a keno game, a video poker game, a video blackjack game, and/orany other video table game, among others. Other features and functionsmay also be used in association with gaming machine 10, and it isspecifically contemplated that the present invention can be used inconjunction with such a gaming machine or device that might encompassany or all such additional types of features and functions. One itemthat is specifically contemplated for use with the present inventioninvolves a gaming machine that incorporates a reusable cashlessinstrument feature, such as a reusable cashless instrument issuingdevice and/or a reusable cashless instrument reading device.

With respect to electronic gaming machines in particular, the electronicgaming machines made by IGT are provided with special features andadditional circuitry that differentiate them from general-purposecomputers, such as a laptop or desktop personal computer (“PC”). Becausegaming machines are highly regulated to ensure fairness, and in manycases are operable to dispense monetary awards of millions of dollars,hardware and software architectures that differ significantly from thoseof general-purpose computers may be implemented into a typicalelectronic gaming machine in order to satisfy security concerns and themany strict regulatory requirements that apply to a gaming environment.A general description of many such specializations in electronic gamingmachines relative to general-purpose computing machines and specificexamples of the additional or different components and features found insuch electronic gaming machines will now be provided.

At first glance, one might think that adapting PC technologies to thegaming industry would be a simple proposition, since both PCs and gamingmachines employ microprocessors that control a variety of devices.However, because of such reasons as 1) the regulatory requirements thatare placed upon gaming machines, 2) the harsh environment in whichgaming machines operate, 3) security requirements and 4) fault tolerancerequirements, adapting PC technologies to a gaming machine can be quitedifficult. Further, techniques and methods for solving a problem in thePC industry, such as device compatibility and connectivity issues, mightnot be adequate in the gaming environment. For instance, a fault or aweakness tolerated in a PC, such as security holes in software orfrequent crashes, may not be tolerated in a gaming machine because in agaming machine these faults can lead to a direct loss of funds from thegaming machine, such as stolen cash or loss of revenue when the gamingmachine is not operating properly.

Accordingly, one difference between gaming machines and common PC basedcomputers or systems is that gaming machines are designed to bestate-based systems. In a state-based system, the system stores andmaintains its current state in a non-volatile memory, such that in theevent of a power failure or other malfunction the gaming machine willreturn to its current state when the power is restored. For instance, ifa player were shown an award for a game of chance and the power failedbefore the award was provided, the gaming machine, upon the restorationof power, would return to the state where the award was indicated. Asanyone who has used a PC knows, PCs are not state machines, and amajority of data is usually lost when a malfunction occurs. This basicrequirement affects the software and hardware design of a gaming machinein many ways.

A second important difference between gaming machines and common PCbased computer systems is that for regulation purposes, the software onthe gaming machine used to generate the game of chance and operate thegaming machine must be designed as static and monolithic to preventcheating by the operator of gaming machine. For instance, one solutionthat has been employed in the gaming industry to prevent cheating andsatisfy regulatory requirements has been to manufacture a gaming machinethat can use a proprietary processor running instructions to generatethe game of chance from an EPROM or other form of non-volatile memory.The coding instructions on the EPROM are static (non-changeable) andmust be approved by a gaming regulator in a particular jurisdiction andinstalled in the presence of a person representing the gamingjurisdiction. Any change to any part of the software required togenerate the game of chance, such as, for example, adding a new devicedriver used by the master gaming controller to operate a device duringgeneration of the game of chance, can require a new EPROM to be burnt,approved by the gaming jurisdiction, and reinstalled on the gamingmachine in the presence of a gaming regulator. Regardless of whether theEPROM solution is used, to gain approval in most gaming jurisdictions, agaming machine must demonstrate sufficient safeguards that prevent anoperator of the gaming machine from manipulating hardware and softwarein a manner that gives the operator an unfair or even illegal advantageover a player. The code validation requirements in the gaming industryaffect both hardware and software designs on gaming machines.

A third important difference between gaming machines and common PC basedcomputer systems is that the number and kinds of peripheral devices usedon a gaming machine are not as great as on PC based computer systems.Traditionally in the gaming industry, gaming machines have beenrelatively simple in the sense that the number of peripheral devices andthe number of functions on the gaming machine have been limited.Further, the functionality of a gaming machine tends to remainrelatively constant once the gaming machine is deployed, in that newperipheral devices and new gaming software is infrequently added to anexisting operational gaming machine. This differs from a PC, where userstend to buy new and different combinations of devices and software fromdifferent manufacturers, and then connect or install these new items toa PC to suit their individual needs. Therefore, the types of devicesconnected to a PC may vary greatly from user to user depending on theirindividual requirements, and may also vary significantly over time for agiven PC.

Although the variety of devices available for a PC may be greater thanon a gaming machine, gaming machines still have unique devicerequirements that differ from a PC, such as device security requirementsnot usually addressed by PCs. For instance, monetary devices such ascoin dispensers, bill validators, ticket printers and computing devicesthat are used to govern the input and output of cash to a gaming machinehave security requirements that are not typically addressed in PCs. ManyPC techniques and methods developed to facilitate device connectivityand device compatibility do not address the emphasis placed on securityin the gaming industry. To address some of these issues, a number ofhardware/software components and architectures are utilized in gamingmachines that are not typically found in general-purpose computingdevices, such as PCs. These hardware/software components andarchitectures include, but are not limited to, items such as watchdogtimers, voltage monitoring systems, state-based software architecturesand supporting hardware, specialized communication interfaces, securitymonitoring, and trusted memory.

A watchdog timer is normally used in IGT gaming machines to provide asoftware failure detection mechanism. In a normal operating system, theoperating software periodically accesses control registers in a watchdogtimer subsystem to “re-trigger” the watchdog. Should the operatingsoftware not access the control registers within a preset timeframe, thewatchdog timer will time out and generate a system reset. Typicalwatchdog timer circuits contain a loadable timeout counter register toallow the operating software to set the timeout interval within acertain time range. A differentiating feature of some preferred circuitsis that the operating software cannot completely disable the function ofthe watchdog timer. In other words, the watchdog timer always functionsfrom the time power is applied to the board.

IGT gaming computer platforms preferably use several power supplyvoltages to operate portions of the computer circuitry. These can begenerated in a central power supply or locally on the computer board. Ifany of these voltages falls out of the tolerance limits of the circuitrythey power, unpredictable operation of the computer may result. Thoughmost modern general-purpose computers include voltage-monitoringcircuitry, these types of circuits only report voltage status to theoperating software. Out of tolerance voltages can cause softwaremalfunction, creating a potential uncontrolled condition in the gamingcomputer. IGT gaming machines, however, typically have power supplieswith tighter voltage margins than that required by the operatingcircuitry. In addition, the voltage monitoring circuitry implemented inIGT gaming computers typically has two thresholds of control. The firstthreshold generates a software event that can be detected by theoperating software and an error condition generated. This threshold istriggered when a power supply voltage falls out of the tolerance rangeof the power supply, but is still within the operating range of thecircuitry. The second threshold is set when a power supply voltage fallsout of the operating tolerance of the circuitry. In this case, thecircuitry generates a reset, halting operation of the computer.

The standard method of operation for IGT gaming machine game software isto use a state machine. Each function of the game (e.g., bet, play,result) is defined as a state. When a game moves from one state toanother, critical data regarding the game software is stored in a customnon-volatile memory subsystem. In addition, game history informationregarding previous games played, amounts wagered, and so forth alsoshould be stored in a non-volatile memory device. This feature allowsthe game to recover operation to the current state of play in the eventof a malfunction, loss of power, or the like. This is critical to ensurethat correct wagers and credits are preserved. Typically, battery backedRAM devices are used to preserve this critical data. These memorydevices are not used in typical general-purpose computers. Further, IGTgaming computers normally contain additional interfaces, includingserial interfaces, to connect to specific subsystems internal andexternal to the gaming machine. The serial devices may have electricalinterface requirements that differ from the “standard” EIA RS232 serialinterfaces provided by general-purpose computers. These interfaces mayinclude EIA RS485, EIA RS422, Fiber Optic Serial, optically coupledserial interfaces, current loop style serial interfaces, and the like.In addition, to conserve serial interfaces internally in the gamingmachine, serial devices may be connected in a shared, daisy-chainfashion where multiple peripheral devices are connected to a singleserial channel.

IGT gaming machines may alternatively be treated as peripheral devicesto a casino communication controller and connected in a shared daisychain fashion to a single serial interface. In both cases, theperipheral devices are preferably assigned device addresses. If so, theserial controller circuitry must implement a method to generate ordetect unique device addresses. General-purpose computer serial portsare not able to do this. In addition, security-monitoring circuitsdetect intrusion into an IGT gaming machine by monitoring securityswitches attached to access doors in the gaming machine cabinet.Preferably, access violations result in suspension of game play and cantrigger additional security operations to preserve the current state ofgame play. These circuits also function when power is off by use of abattery backup. In power-off operation, these circuits continue tomonitor the access doors of the gaming machine. When power is restored,the gaming machine can determine whether any security violationsoccurred while power was off, such as by software for reading statusregisters. This can trigger event log entries and further dataauthentication operations by the gaming machine software.

Trusted memory devices are preferably included in an IGT gaming machinecomputer to ensure the authenticity of the software that may be storedon less secure memory subsystems, such as mass storage devices. Trustedmemory devices and controlling circuitry are typically designed to notallow modification of the code and data stored in the memory devicewhile the memory device is installed in the gaming machine. The code anddata stored in these devices may include, for example, authenticationalgorithms, random number generators, authentication keys, operatingsystem kernels, and so forth. The purpose of these trusted memorydevices is to provide gaming regulatory authorities a root trustedauthority within the computing environment of the gaming machine thatcan be tracked and verified as original. This may be accomplished viaremoval of the trusted memory device from the gaming machine computerand verification of the secure memory device contents is a separatethird party verification device. Once the trusted memory device isverified as authentic, and based on the approval of verificationalgorithms contained in the trusted device, the gaming machine isallowed to verify the authenticity of additional code and data that maybe located in the gaming computer assembly, such as code and data storedon hard disk drives.

Mass storage devices used in a general-purpose computer typically allowcode and data to be read from and written to the mass storage device. Ina gaming machine environment, modification of the gaming code stored ona mass storage device is strictly controlled and would only be allowedunder specific maintenance type events with electronic and physicalenablers required. Though this level of security could be provided bysoftware, IGT gaming computers that include mass storage devicespreferably include hardware level mass storage data protection circuitrythat operates at the circuit level to monitor attempts to modify data onthe mass storage device and will generate both software and hardwareerror triggers should a data modification be attempted without theproper electronic and physical enablers being present. In addition tothe basic gaming abilities provided, these and other features andfunctions serve to differentiate gaming machines into a special class ofcomputing devices separate and distinct from general-purpose computers.

Turning now to FIG. 10, an exemplary network infrastructure forproviding a gaming system having one or more gaming machines isillustrated in block diagram format. Exemplary gaming system 50 has oneor more gaming machines, various communication items, and a number ofhost-side components and devices adapted for use within a gamingenvironment. As shown, one or more gaming machines 10 adapted for use ingaming system 50 can be in a plurality of locations, such as in banks ona casino floor or standing alone at a smaller non-gaming establishment,as desired. Common bus 51 can connect one or more gaming machines ordevices to a number of networked devices on the gaming system 50, suchas, for example, a general-purpose server 60, one or morespecial-purpose servers 70, a sub-network of peripheral devices 80,and/or a database 90.

A general-purpose server 60 may be one that is already present within acasino or other establishment for one or more other purposes beyond anymonitoring or administering involving gaming machines. Functions forsuch a general-purpose server can include other general and gamespecific accounting functions, payroll functions, general Internet ande-mail capabilities, switchboard communications, and reservations andother hotel and restaurant operations, as well as other assorted generalestablishment record keeping and operations. In some cases, specificgaming related functions such as cashless gaming, downloadable gaming,player tracking, remote game administration, video or other datatransmission, or other types of functions may also be associated with orperformed by such a general-purpose server. For example, such a servermay contain various programs related to cashless gaming administration,player tracking operations, specific player account administration,remote game play administration, remote game player verification, remotegaming administration, downloadable gaming administration, and/or visualimage or video data storage, transfer and distribution, and may also belinked to one or more gaming machines, in some cases forming a networkthat includes all or many of the gaming devices and/or machines withinthe establishment. Communications can then be exchanged from eachadapted gaming machine to one or more related programs or modules on thegeneral-purpose server.

In one embodiment, gaming system 50 contains one or more special-purposeservers that can be used for various functions relating to the provisionof cashless gaming and gaming machine administration and operation underthe present methods and systems. Such a special-purpose server orservers could include, for example, a cashless gaming server, a playerverification server, a general game server, a downloadable games server,a specialized accounting server, and/or a visual image or videodistribution server, among others. Of course, these functions may all becombined onto a single specialized server. Such additionalspecial-purpose servers are desirable for a variety of reasons, such as,for example, to lessen the burden on an existing general-purpose serveror to isolate or wall off some or all gaming machine administration andoperations data and functions from the general-purpose server andthereby increase security and limit the possible modes of access to suchoperations and information.

Alternatively, exemplary gaming system 50 can be isolated from any othernetwork at the establishment, such that a general-purpose server 60 isessentially impractical and unnecessary. Under either embodiment of anisolated or shared network, one or more of the special-purpose serversare preferably connected to sub-network 80, which might be, for example,a cashier station or terminal. Peripheral devices in this sub-networkmay include, for example, one or more video displays 81, one or moreuser terminals 82, one or more printers 83, and one or more other inputdevices 84, such as a ticket validator or other security identifier,among others. Similarly, under either embodiment of an isolated orshared network, at least the specialized server 70 or another similarcomponent within a general-purpose server 60 also preferably includes aconnection to a database or other suitable storage medium 90. Database90 is preferably adapted to store many or all files containing pertinentdata or information regarding cashless instruments such as tickets,among other potential items. Files, data and other information ondatabase 90 can be stored for backup purposes, and are preferablyaccessible at one or more system locations, such as at a general-purposeserver 60, a special purpose server 70 and/or a cashier station or othersub-network location 80, as desired.

While gaming system 50 can be a system that is specially designed andcreated new for use in a casino or gaming establishment, it is alsopossible that many items in this system can be taken or adopted from anexisting gaming system. For example, gaming system 50 could represent anexisting cashless gaming system to which one or more of the inventivecomponents or program modules are added. In addition to new hardware,new functionality via new software, modules, updates or otherwise can beprovided to an existing database 90, specialized server 70 and/orgeneral-purpose server 60, as desired. In this manner, the methods andsystems of the present invention may be practiced at reduced costs bygaming operators that already have existing gaming systems, such as anexisting EZ Pay® or other cashless gaming system, by simply modifyingthe existing system. Other modifications to an existing system may alsobe necessary, as might be readily appreciated.

1. A casino gaming system comprising: a first gaming display, the firstgaming display configured to display a base animated three-dimensional(3D) content model from a first perspective; and a second gamingdisplay, the second gaming display configured to display the same baseanimated 3D content model from a second perspective different from thefirst perspective, wherein the first perspective and the secondperspective are selected based on the physical orientation of the firstgaming display with respect to the second gaming display, and the baseanimated 3D content model indicates a gaming event or condition.
 2. Thecasino gaming system of claim 1, wherein the first gaming display andthe second gaming display are included in different gaming machines. 3.The casino gaming system of claim 1, wherein the first gaming displayand the second gaming display are both included in a single gamingmachine.
 4. The casino gaming system of claim 1 further comprising a 3Dcontent server, wherein the 3D content server is configured to providebase 3D data to the first gaming display and provide the base 3D data tothe second gaming display, wherein the base 3D data defines the baseanimated 3D content model.
 5. The casino gaming system of claim 4,wherein the 3D content server is further configured to determine theoutcome of a game offered for play on the first gaming machine, thesecond gaming machine, or both the first gaming machine and the secondgaming machine.
 6. The casino gaming system of claim 1, wherein adifferent portion of the base animated 3D content model is displayed onthe first gaming display than is displayed on the second gaming display.7. The casino gaming system of claim 1, wherein the first gaming displayis further configured to augment the base animated 3D content model withfirst gaming display-specific 3D data, the first 3D gamingdisplay-specific data including data which is combined with the baseanimated 3D content model to produce the first perspective on the firstgaming display, and wherein the second gaming display is furtherconfigured to augment the base animated 3D content model with secondgaming display-specific 3D data, the second 3D gaming display-specificdata including data which is combined with the base animated 3D contentmodel to produce the second perspective on the second gaming display. 8.The casino gaming system of claim 7, wherein the first gamingdisplay-specific 3D data and the second gaming display-specific 3D dataare different.
 9. The casino gaming system of claim 7, wherein at leastone of the first gaming display-specific 3D data and the second gamingdisplay-specific 3D data comprises data which modifies a parameter ofthe base animated 3D content model.
 10. The casino gaming system ofclaim 7, wherein at least one of the first gaming display-specific 3Ddata and the second gaming display-specific 3D data comprises datadefining a perspective.
 11. The casino gaming system of claim 7, whereinat least one of the first gaming display-specific 3D data and the secondgaming display-specific 3D data comprises data defining an animation ofone or more 3D objects in the base animated 3D content model.
 12. Thecasino gaming system of claim 7, wherein at least one of the firstgaming display-specific 3D data and the second gaming display-specific3D data comprises data modifying a property of one or more 3D objects inthe base animated 3D content model.
 13. The casino gaming system ofclaim 12, wherein the property is selected from the group consisting ofshape, size, position, orientation, or color of the 3D object.
 14. Thecasino gaming system of claim 7, wherein at least one of the firstgaming display-specific 3D data and the second gaming display-specific3D data comprises data replacing one or more 3D objects in the baseanimated 3D content model with one or more different 3D objects.
 15. Thecasino gaming system of claim 1, wherein the first gaming display andthe second gaming display are substantially parallel to one another andwherein the second gaming display is oriented in an opposite directionfrom the first gaming display with respect to an observer of the firstgaming display.
 16. A casino gaming server comprising: one or moreprocessors; and a communications interface, the communications interfaceconfigured to provide communications with one or more gaming machinesover a network connection, wherein the one or more processors areconfigured to: provide base three-dimensional (3D) data to the one ormore gaming machines via the network connection, the base 3D datadefining a base animated 3D content model; provide first gamingdisplay-specific 3D data to the one or more gaming machines via thenetwork connection, the first gaming display-specific 3D data includinginformation used to generate a first perspective view of the baseanimated 3D content model on a first gaming display; and provide secondgaming display-specific 3D data to the one or more gaming machines viathe network connection, the second gaming display-specific 3D dataincluding information used to generate a second perspective view of thesame base animated 3D content model on a second gaming display, whereinthe first perspective and the second perspective are different, thefirst perspective and the second perspective are selected based on thephysical orientation of the first gaming display with respect to thesecond gaming display, and the base animated 3D content model indicatesa gaming event or condition.
 17. The casino gaming server of claim 16,wherein the first gaming display and the second gaming display are bothincluded in a single gaming machine of the one or more gaming machines.18. The casino gaming server of claim 16, wherein the first gamingdisplay is included in a first gaming machine of the one or more gamingmachines and wherein the second gaming display is included in a secondgaming machine of the one or more gaming machines.
 19. The casino gamingserver of claim 16, wherein the first perspective view is of a firstportion of the base animated 3D content model, wherein the secondperspective view is of a second portion of the base animated 3D contentmodel, and wherein the first portion and the second portion aredifferent.
 20. The casino gaming server of claim 16, the one or moreprocessors further configured to determine the outcome of a game offeredfor play on the one or more gaming machines.
 21. The casino gamingserver of claim 16, wherein at least one of the first gamingdisplay-specific 3D data and the second gaming display-specific 3D datacomprises data which modifies a parameter of the base animated 3Dcontent model.
 22. The casino gaming server of claim 16, wherein atleast one of the first gaming display-specific 3D data and the secondgaming display-specific 3D data comprises data defining a perspective.23. The casino gaming server of claim 16, wherein at least one of thefirst gaming display-specific 3D data and the second gamingdisplay-specific 3D data comprises data defining an animation of one ormore 3D objects in the base animated 3D content model.
 24. The casinogaming server of claim 16, wherein at least one of the first gamingdisplay-specific 3D data and the second gaming display-specific 3D datacomprises data modifying a property of one or more 3D objects in thebase animated 3D content model.
 25. The casino gaming server of claim24, wherein the property is selected from the group consisting of shape,size, position, orientation, or color of the 3D object.
 26. The casinogaming server of claim 16, wherein at least one of the first gamingdisplay-specific 3D data and the second gaming display-specific 3D datacomprises data replacing one or more 3D objects in the base animated 3Dcontent model with one or more different 3D objects.
 27. The casinogaming system of claim 16, wherein the first gaming display and thesecond gaming display are substantially parallel to one another andwherein the second gaming display is oriented in an opposite directionfrom the first gaming display with respect to an observer of the firstgaming display.
 28. A method comprising: displaying a first perspectiveview of a base animated 3D content model on a first gaming display; anddisplaying a second perspective view of the same base animated 3Dcontent model on a second gaming display, wherein the first perspectiveview and the second perspective view are different, the firstperspective view and the second perspective view are selected, using acomputer, based on the physical orientation of the first gaming displaywith respect to the second gaming display, and the base animated 3Dcontent model indicates a gaming event or condition.
 29. The method ofclaim 28, wherein the first gaming display and the second gaming displayare both included in a single gaming machine.
 30. The method of claim28, wherein the first gaming display is included in a first gamingmachine and wherein the second gaming display is included in a secondgaming machine.
 31. The method of claim 28, wherein the firstperspective view is of a first portion of the base animated 3D contentmodel, wherein the second perspective view is of a second portion of thebase animated 3D content model, and wherein the first portion and thesecond portion are different.
 32. The method of claim 28, the methodfurther comprising: augmenting base 3D data with first gamingdisplay-specific 3D data, wherein the base 3D data defines the baseanimated 3D content model, and wherein the first gaming display-specific3D data includes information used to generate the first perspective viewof the base animated 3D content model on the first gaming display; andaugmenting the base 3D data with second gaming display-specific 3D data,wherein the second gaming display-specific 3D data includes informationused to generate the second perspective view of the base animated 3Dcontent model on the second gaming display.
 33. The method of claim 32,wherein at least one of the first gaming display-specific 3D data andthe second gaming display-specific 3D data comprises data which modifiesa parameter of the base animated 3D content model.
 34. The method ofclaim 32, wherein at least one of the first gaming display-specific 3Ddata and the second gaming display-specific 3D data comprises datadefining a perspective.
 35. The method of claim 32, wherein at least oneof the first gaming display-specific 3D data and the second gamingdisplay-specific 3D data comprises data defining an animation of one ormore 3D objects in the base animated 3D content model.
 36. The method ofclaim 32, wherein at least one of the first gaming display-specific 3Ddata and the second gaming display-specific 3D data comprises datamodifying a property of one or more 3D objects in the base animated 3Dcontent model.
 37. The method of claim 36, wherein the property isselected from the group consisting of shape, size, position,orientation, or color of the 3D object.
 38. The method of claim 32,wherein at least one of the first gaming display-specific 3D data andthe second gaming display-specific 3D data comprises data replacing oneor more 3D objects in the base animated 3D content model with one ormore different 3D objects.
 39. The method of claim 32, wherein the firstgaming display and the second gaming display are substantially parallelto one another and wherein the second gaming display is oriented in anopposite direction from the first gaming display with respect to anobserver of the first gaming display.